Irrelevant Posted March 31, 2021 Posted March 31, 2021 (edited) Hello again! XD . Well i created a zone with auto-revive when a player is dead inside zone. But i want check if players is dead before auto-revive.. Because even he get res before cooldown of auto-revive, after cooldown he teleport to revived-location even he is alive :/. i want check if player isDead before auto-revive to avoid if he is alive to revive . i hope you understand :) Code i use: Spoiler public void onDieInside(final L2Character character) { if (character instanceof L2PcInstance) { final L2PcInstance activeChar = ((L2PcInstance) character); if(Config.revive) { ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() { @Override public void run() { activeChar.doRevive(); heal(activeChar); int[] loc = Config.spawn_loc[Rnd.get(Config.spawn_loc.length)]; activeChar.teleToLocation(loc[0]+Rnd.get(-Config.radius,Config.radius), loc[1]+Rnd.get(-Config.radius,Config.radius), loc[2]); } },Config.revive_delay*1000); } } Also i tried something like this but nothing: Spoiler public void onDieInside(final L2Character character) { if (character instanceof L2PcInstance) { final L2PcInstance activeChar = ((L2PcInstance) character); try { Thread.sleep(600); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } if(Config.revive && activeChar.isDead()) { ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() { @Override public void run() { activeChar.doRevive(); heal(activeChar); int[] loc = Config.spawn_loc[Rnd.get(Config.spawn_loc.length)]; activeChar.teleToLocation(loc[0]+Rnd.get(-Config.radius,Config.radius), loc[1]+Rnd.get(-Config.radius,Config.radius), loc[2]); } },Config.revive_delay*1000); } } Help!! i tried to find similar code to find a solution but couldnt! Edited March 31, 2021 by Irrelevant
0 melron Posted April 2, 2021 Posted April 2, 2021 (edited) You don't have to code anything inside the zone's method since the feature is about the player instance. You could make a manager to handle all these actions but this is just another case. Lets begin about the basics. The zone, should only call a method in the player instance without any check for dead/alive since this call will be executed inside of Zone#onDieInside. So, @Override protected void onDieInside(final L2Character character) { + final L2PcInstance player = character.getActingPlayer(); + if (player == null) + return; + + if (!Config.revive) + return; + + player.startAutoReviveTask(); } @Override The player instance now will handle the next actions by itself. The concept is: Before start the task scheduler, you should check if the speficic scheudler is already running. When the scheduler fires the runnable, you should just check if the player is dead or not. If the player will be revived without the auto revive task, just cancel the auto revive. So, Index: head-src/com/l2jfrozen/gameserver/model/actor/instance/L2PcInstance.java =================================================================== @@ -15415,6 +15469,7 @@ public void doRevive() { super.doRevive(); + resetAutoReviveTask(); updateEffectIcons(); sendPacket(new EtcStatusUpdate(this)); _reviveRequested = 0; @@ -19644,4 +19705,41 @@ _currentPetSkill = new SkillDat(currentSkill, ctrlPressed, shiftPressed); } + // The task + private ScheduledFuture<?> _autoReviveTask = null; + + public void startAutoReviveTask() + { + // Before initiate the auto revive task, check if another scheduler is active + resetAutoReviveTask(); + + // Start the task + _autoReviveTask = ThreadPoolManager.getInstance().scheduleGeneral(() -> doAutoRevive(), TimeUnit.SECONDS.toMillis(Config.revive_delay)); + } + + private void resetAutoReviveTask() + { + // If is not running, do nothing + if (_autoReviveTask == null) + return; + + _autoReviveTask.cancel(true); + _autoReviveTask = null; + } + + private void doAutoRevive() + { + // Check for any possible scenario if the player is alive + if (!isDead()) + return; + + doRevive(); + heal(); + teleToLocation(Rnd.get(Config.spawn_loc), false); + } + + private void heal() + { + // Heal the instance + } And the last thing, get the Rnd#get which is generic from aCis sources which is returning a random element of the given list class as parameter. Index: head-src/com/l2jfrozen/util/random/Rnd.java =================================================================== --- head-src/com/l2jfrozen/util/random/Rnd.java (revision 1118) +++ head-src/com/l2jfrozen/util/random/Rnd.java (working copy) @@ -23,7 +23,19 @@ */ public final class Rnd { + + /** + * Returns a randomly selected element taken from the given array. + * @param <T> type of array elements. + * @param array an array. + * @return a randomly selected element. + */ + public static final <T> T get(T[] array) + { + return array[get(array.length)]; + } + With this version of Rnd#get, you can do this: teleToLocation(Rnd.get(Config.spawn_loc), false); instead of int[] loc = Config.spawn_loc[Rnd.get(Config.spawn_loc.length)]; teleToLocation(loc[0]+Rnd.get(-Config.radius,Config.radius), loc[1]+Rnd.get(-Config.radius,Config.radius), loc[2]); Edited April 2, 2021 by melron 1
0 Zake Posted April 1, 2021 Posted April 1, 2021 Store this runnable into a ScheduledFuture<?> . Let's say you call this reviveTask. Upon Player#doRevive call you should cancel this task. if (reviveTask != null) { reviveTask.cancel(false); reviveTask = null; }
0 Irrelevant Posted April 1, 2021 Author Posted April 1, 2021 (edited) 7 hours ago, Zake said: Store this runnable into a ScheduledFuture<?> . Let's say you call this reviveTask. Upon Player#doRevive call you should cancel this task. if (reviveTask != null) { reviveTask.cancel(false); reviveTask = null; } like that? Spoiler public class L2PartyEventZone extends L2ZoneType { public L2PartyEventZone (final int id) { super (id); } + protected ScheduledFuture<?> reviveTask; @Override public void onDieInside(final L2Character character) { if (character instanceof L2PcInstance) { final L2PcInstance activeChar = ((L2PcInstance) character); if(Config.revive) { - ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() + reviveTask = ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() { @Override public void run() { activeChar.doRevive(); + if (reviveTask != null) + { + reviveTask.cancel(false); + reviveTask = null; + } heal(activeChar); Edited April 1, 2021 by Irrelevant
0 Zake Posted April 1, 2021 Posted April 1, 2021 (edited) No, not really. At first , fields should be private in most cases. Furthermore, upon death (method onDieInside in your file) you should say something like if (reviveTask == null) reviveTask == ThreadPoolManager.getInstance().scheduleblabla() Also, as i already mentioned above. You should cancel the task inside the method doRevive(L2PcInstance.java) Edited April 1, 2021 by Zake
0 Irrelevant Posted April 1, 2021 Author Posted April 1, 2021 (edited) 1 hour ago, Zake said: No, not really. At first , fields should be private in most cases. Furthermore, upon death (method onDieInside in your file) you should say something like if (reviveTask == null) reviveTask == ThreadPoolManager.getInstance().scheduleblabla() Also, as i already mentioned above. You should cancel the task inside the method doRevive(L2PcInstance.java) like that in l2PcInstance? Spoiler /** The _donator. */ private boolean _donator = false; + /**Auto Revive*/ + public ScheduledFuture<?> reviveTask; @@@ @Override public void doRevive() { super.doRevive(); updateEffectIcons(); sendPacket(new EtcStatusUpdate(this)); _reviveRequested = 0; _revivePower = 0; + if (isInsideZone(L2Character.ZONE_PARTYEVENT)) + + if (reviveTask != null) + { + reviveTask.cancel(false); + reviveTask = null; + } + doRevive(); + } and in zone like that? Spoiler public class L2PartyEventZone extends L2ZoneType { public L2PartyEventZone (final int id) { super (id); } + private ScheduledFuture<?> reviveTask; @Override public void onDieInside(final L2Character character) { if (character instanceof L2PcInstance) { final L2PcInstance activeChar = ((L2PcInstance) character); if(Config.revive) { - ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() + if (reviveTask == null) + reviveTask = ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() { @Override public void run() { activeChar.doRevive(); heal(activeChar); NOPE, i tried it! :/ Edited April 1, 2021 by Irrelevant
0 Zake Posted April 2, 2021 Posted April 2, 2021 reviveTask should be linked with players so you have to store this in L2PcInstance and not random classes. Also you don't need to check if a player is in a custom zone in doRevive() method, all you need is to cancel revive task.
0 Irrelevant Posted April 2, 2021 Author Posted April 2, 2021 (edited) 2 hours ago, melron said: You don't have to code anything inside the zone's method since the feature is about the player instance. You could make a manager to handle all these actions but this is just another case. DUDE <3 . I dont have words to thank you!! Awesome for 1 more time!!!!!! THANK YOU! :hug Edited April 2, 2021 by Irrelevant
Question
Irrelevant
Hello again! XD .
Well i created a zone with auto-revive when a player is dead inside zone.
But i want check if players is dead before auto-revive..
Because even he get res before cooldown of auto-revive, after cooldown he teleport to revived-location even he is alive :/.
i want check if player isDead before auto-revive to avoid if he is alive to revive .
i hope you understand :)
Code i use:
public void onDieInside(final L2Character character)
{
if (character instanceof L2PcInstance)
{
final L2PcInstance activeChar = ((L2PcInstance) character);
if(Config.revive)
{
ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
{
@Override
public void run()
{
activeChar.doRevive();
heal(activeChar);
int[] loc = Config.spawn_loc[Rnd.get(Config.spawn_loc.length)];
activeChar.teleToLocation(loc[0]+Rnd.get(-Config.radius,Config.radius), loc[1]+Rnd.get(-Config.radius,Config.radius), loc[2]);
}
},Config.revive_delay*1000);
}
}
Also i tried something like this but nothing:
public void onDieInside(final L2Character character)
{
if (character instanceof L2PcInstance)
{
final L2PcInstance activeChar = ((L2PcInstance) character);
try
{
Thread.sleep(600);
}
catch (InterruptedException e)
{
// TODO Auto-generated catch block
e.printStackTrace();
}
if(Config.revive && activeChar.isDead())
{
ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
{
@Override
public void run()
{
activeChar.doRevive();
heal(activeChar);
int[] loc = Config.spawn_loc[Rnd.get(Config.spawn_loc.length)];
activeChar.teleToLocation(loc[0]+Rnd.get(-Config.radius,Config.radius), loc[1]+Rnd.get(-Config.radius,Config.radius), loc[2]);
}
},Config.revive_delay*1000);
}
}
Help!! i tried to find similar code to find a solution but couldnt!
Edited by Irrelevant7 answers to this question
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